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Sunday, 8 January 2012

Continuing my planned house rules for creating characters in Carcosa, up next is attributes and mutations.

Attributes will simply be rolled 3d6 in order. Quick, traditional and fraught.

However, as a slight twist, every attribute rolled which is below average (i.e. 8 or lower) grants the character a beneficial mutation from the lists in Mutants & Mazes. Scores of 7 or 8 grant a class 1 mutation, 5s or 6s grant a class 2 mutation, and 3s or 4s grant a class 3 mutation. Where applicable (class 2 & 3) there's a 50% chance of the mutation being physical, and a 50% chance of it being mental.

For ease of reference I've compiled mutation tables which include the experience level at which each mutation becomes active. For mutations which first activate at 2nd level or higher, I think I'll create a list of pre-active variations, so that the mutation has some use before its main effect "goes live". For example energy retaining cell structure, which is fully active from 3rd level, would perhaps allow a 1st or 2nd level character to discharge a minor shock (1d6 damage) once per day.

2 comments:

Wow; nice job indeed! We've been messing around with something similar in regards to mutations, but got derailed a bit when we lost our notes and DM Muse went away. This is a nice, clean solution. Elegant even. That section on Mutant & Mazes is one of our favorite parts of the Mutant Future rules!